This is the first font tutorial that allows you to
display fonts with variable size and color (without 3D properties) on the
screen using the Win32 and OpenGL font functions only. No bitmap file(s)
are required.

This tutorial is an introduction into the crazy world
of quaternions. If you have never done anything with quaternions, you
will be pleasantly surprised that you will now be able to understand what
quaternions are for and how to use them. This is the first part of a 2
part series.

Working off of the previous height map tutorial, we
apply a texture over the entire terrain.
The terrain is now rendered using triangle strips. A fancy sky box is
added for the effect as well. Also, there is a tint of collision done
with the camera and the terrain.

Now that we know how to apply a texture to a terrain,
this tutorial shows you how to tile a second texture on top of the first one to
give the appearance of more detail. This is called detail texturing,
which can add a great deal of realism to a scene. Multitexturing is used
to achieve this neat effect.

Though volumetric fog isn't just for terrains, We
thought it would make a fun way to see it in action. The code is quite
small to produce this effect, but it sure does make everything look
"cool". This uses the glFogCoordfEXT() extension from OpenGL to only
require one rendering pass. If your card can't support this (voodoo
brands maybe), just make it 2 passes and uses vertex colors.